Game board apparatus

ABSTRACT

A parlor game having the &#39;&#39;&#39;&#39;age of piracy&#39;&#39;&#39;&#39; as its theme includes a board marked in a matrix of spaces representing locations at sea extending between land masses on opposite sides of the board, each land mass having several ports where &#39;&#39;&#39;&#39;cargo&#39;&#39;&#39;&#39; is to be bought and sold. Players are represented by corresponding ships to be moved about the board, and each player attempts to purchase cargo of a desired valuation when his ship is in port and then move his ship to a port on the other side of the board where he may receive a profit proportional to the value of the shipment successfully reaching port. Ships transporting cargo may land on certain spaces of the board which result in aiding them in reaching port. Ships transporting cargo also risk encountering hazards which can either interrupt their course of travel or cause them to lose their cargo enroute to port. Such hazards include the possiblity of interception by competing players acting as non-cargo-carrying &#39;&#39;&#39;&#39;pirates,&#39;&#39;&#39;&#39; or interception by cargo-carrying ships of competing players or &#39;&#39;&#39;&#39;privateers&#39;&#39;&#39;&#39; bearing armament which is purchased for the purpose of doing battle with competing cargo-carrying ships, so the battle winner will gain the loser&#39;&#39;s cargo. Players also can purchase treasure maps which may lead the player to buried treasure and provide a substantial increase in his assets and thereby enhance his ability to purchase more cargo and/or armament.

[451 Apr. 1, 1975 includes a board marked in a matrix of spaces repre-Rt 1 BOX 168 senting locations at sea extending between land masses onopposite sides of the board, each land mass having several ports wherecargo is to be bought and sold. Players are represented by correspondingships to be moved about the board, and each player attempts to purchasecargo of a desired valuation when his ship is in port and then move hisship to a port on the other side of the board where he may receive aprofit proportional to the value of the ship- GAME BOARD APPARATUSInventor: Rex Duane Smith Webb City, Mo. 64870 Filed: Aug. 2, 1973 Appl.No.: 384,927

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WENTEUAFR H975 3.874.671

sum 1 5 FFJEHTED 1 1975 sum 3 o 5 5 I O I A I A I 1 BAD LUCK! YOU LOSEALL CARGO.

GO TO ANOTHER PORT C 051G RA EULA '1' I @II 5! YOUR GOODS ARE IN HIGHDEMAND. 200% MARKUP S (D R m E GOODS PERISHED ENROUTE.

LOSE ALL CARGO.

YOUR SHIP NEEDS REPAIRS PAY 25,000 DOUBLOONS BEFORE YOU LEAVE ANY PORTWITH CARGO. TAKE ANOTHER CARD.

YOUR SHIP NEED SAILORS. YOU MUST PAY THEIR CAN'T SELL GOODS.

LOSE l TURN THEN SELL DAMAGED FREIGHT SALARIES 0F 20 ,000 BREAK EVEN.DOUBLOONS BEFORE YOU SAIL FOR OVER COST FROM ANY PORT WITH CARGO. TAKEANOTHER CARD.

MARKUP GOODS 10%.

MARKUP GOODS MARKUP GOODS DOUBLE YOUR MONEY l MARKUP 1 GOODS ARE NOT INHIGH DEMAND. SELL FOR 10% OVER COST OR GO TO ANOTHER PORT.

SELL FOR 50% OF VALUE AND BE GLAD TO GET IT.

PEJEJTEDAFR saw u 15 5 SCIII'YI O l I C S E GO BACK 3 SPACESI G O 0 D II I D S l ADVANCE 5 SPACES IN ANY DIRECTION! I O I I I D l G 0 0 D I I ID 8 l G 0 O D I I I D S 1 GO DIRECTLY TO ANY PORT! LOSE 1 mm. mm 2 TURNSnow! IIIAI coon limos 1 11K:

ANOTHER CARD OR ADVANCE 2 SPACES IN ANY ANOTHER ROLL OF GO 1 SPACE TOTHE REAR! DIRECTION- THE DICE! coon wxlns 1 anon: or! cnrcn counsn:

GO 4 SPACES IN ANY MOVE 4 SPACES TO THE THE NEAREST TRADE WINDDIRECTION. REAR. AND SAIL- nnowm 0r! snows: or:

counsm: commsm! REAR.

GO BACK 1 SPACE! GAME BOARD APPARATUS BACKGROUND This invention relatesto parlor games, and more particularly to a game involving strategy andskill, together with the element of chance, and having both educationaland entertainment value.

SUMMARY Briefly, the game includes a board marked with spaces providinga course extending from one or more starting points to one or morepoints of destination on the board. Players are represented as ships atsea to be moved about the spaces on the board. Preferably, each playeris provided with the equivalent of money for purchasing articlesrepresenting cargo prior to moving their ships from a starting point toa point of destination. A player whose ship reaches a point ofdestination with cargo still in his possession has the opportunity ofobtaining a profit proportional to the value of his cargo. Playerslanding on certain spaces of the board may encounter hazards enroute toa point of destination causing each player to run the risk of losing hiscargo before reaching his destination.

Preferably, the chance of obtaining a profit is provided by a set ofcards one of which is to be drawn by each player whose ship safelyreaches a point of destination. The cards provide the player withindications of possible percentage markups in the valuation of hiscargo.

In the preferred form of the game, the hazards which a player mayencounter include the possibility of interception by ships of competingplayers bearing armament to be purchased by the player for the purposeof doing battle" with competing cargo-carrying ships which can result inthe loss of cargo by the ship losing the battle.

The game preferably has several elements of chance, including thepossibility of each player obtaining buried treasure which willsubstantially increase his assets and thereby provide him with theopportunity ofpurchasing more cargo and/or armament. Other chanceelements include the possibility that landing on certain spaces of theboard will either aid or impede a players progress across the board, ormight result in a player either gaining or losing at least a portion ofhis cargo.

The entertainment value of the game results not only from its chanceelements, but also from the variety of strategy decisions requiredduring the course of the game. For example, the basic strategy requireseach player to decide how much of his money should be used to purchasecargo and how much should be used to purchase armament to defend hiscargo. Moreover, the game board preferably is marked in a matrix ofspaces so that in a given move a player has a choice of moving in anyone of several directions. This provides a relatively large number ofpossible encounters between competing players and thereby adds to thestrategy of the game.

Besides the educational value inherent in the strategy decisions to bemade by each player, the game also provides the educational value to begained in figuring percentage markups or percentage losses incurred whenthe players cargo-carrying ships reach their destination.

These and other aspects of the invention will be more fully understoodby referring to the following detailed description and the accompanyingdrawings.

DRAWINGS FIG. 1 is a plan view showing the preferred arrangement of thegame board of this invention;

FIG. 2 is a perspective view showing one of a variety of ship-formtokens or symbols for representing the various players of the game;

FIG. 3 is a perspective view showing a six-sided die to be used indetermining the length of the moves of the players;

FIG. 4 is an elevation view showing the various denominations of tokenmoney to be used by the players during the play of the game;

FIG. 5 is an elevation view showing some barrelshaped piecesrepresenting cargo to be purchased and kept in the possession of theplayers during the play of the game;

FIG. 6 is an elevation view showing the various socalled port cards tobe drawn by players when their cargo-carrying ships reach port;

FIG. 7 is an elevation view showing various so-called 50/50 cards to bedrawn by players landing on certain spaces of the game board;

FIG. 8 is an elevation view showing pieces shaped as cannon andrepresenting different sized armament to be purchased by the playersduring the course of the game;

FIG. 9 shows a treasure chest of a predetermined valuation which can beobtained by the players during the course of the game;

FIG. 10 is an elevation view showing various socalled treasure maps tobe used in determining whether a player can or cannot obtain possessionof the treasure chest;

FIG. 11 is a perspective view showing a symbol to be used to representplayers who represent pirates rather than cargo-carrying ships duringthe course of the game; and

FIG. 12 is an elevation view showing a form of slide rule for easilycalculating percentage markups of cargo reaching port.

DESCRIPTION The present invention provides a parlor game based on atheme of sea-going vessels during the age of piracy which adds interestand entertainment value to the game. The game also involves numerousstrategy decisions and arithmetic calculations which provide educationalvalue to the players in addition to being entertaining.

Referring to FIG. 1, the invention includes a game board 20 preferablymarked off in a relatively large number of square spaces 22 in a mannerakin to a chess board. Although the game could also be played on a boardmarked in a course formed by a singular row of squares extending aboutthe board, it is preferred to use a relatively large matrix of spaces,such as the fourteen by sixteen matrix shown in FIG. 1, which providesfor a relatively large number of possible moves by each player on agiven turn so as to add to the strategy of the game.

Game board 20 preferably has the appearance of a large map inorthographic projection, in which the straight lines which mark Offspaces 22 are representative of geographical latitude and longitudinallines of projection. Representations of land masses 24 and 26 arelocated along two opposite edges of the board. Preferably, threedarkened areas 28, 30, and 32 are located adjacent land mass 24 torepresent separate ports" along the land. Similarly, darkened areas 34,36, and 38 represent ports along the shore of land mass 26. Preferably,a majority of the spaces extending between the two land masses arecolored blue to represent a body of water extending between the two landmasses. As will become clear from the description below, one purpose ofthe game is for players to move from any of the ports on one land mass,across the center of the board, to any of the ports on the land mass onthe opposite side of the board. To add interest to the game, the centerof the board can be marked as the prime meridian so that the playerswill move between land in the western hemisphere, such as the Caribbeanarea, and land in the eastern hemisphere, such as Africa or Europe. Toadd further interest to the game, the ports on the Caribbean side can beseparately labeled, such as Port Royale, Santo Domingo, Kingston, andthe like, and the ports on land mass 26 can be labeled Cape Town, PortSaid, Tripoli, Penzance, Liverpool," Plymouth, or the like. The centerof the board also can be marked as the equator, in which case playerswould be moving between north and south, such as between Caribbean andSouth American ports, for example. In the description to follow, theline marking the center of the board will be referred to as the equator.

In the preferred form of the game board there are representations ofseveral islands between the two land masses and around which the playersmust move when traversing from one side of the board to the other. Theislands preferably include an island 40 designated Treasure Islandhaving on it the numerals one through six located at 42 and spacedradially apart and progressing numerically in order in a clockwisefashion. Treasure Island also includes a space located at 44 where atreasure chest is to be placed for the purpose of being discoveredduring the play of the game. The game board also includes an island 46designated Pirates Island and located diagonally with respect to and onthe opposite side of the equator from Treasure Island. Pirates Islandpreferably includes an inlet 48 marked by a darkened space 50 anddesignated Pirates Cove. Pirates Island also includes a space 51 where aset oftreasure maps (described in detail below) is placed.

Game board also includes a pair of islands 52 and 54 located diagonallywith respect to each other on opposite sides of the equator. Island 52includes a space at 56 where a deck of so-called Port cards is placed,and island 54 includes a space at 58 where a deck of socalled 50/50cards is placed.

Several of the spaces designated 60 are darkened to distinguish themfrom the other unmarked spaces on the board. Several other spaces aremarked with an appropriate symbol, such as the symbol at 62 representinga hurricane at sea. The board also includes several spaces 64 whichare'marked with an X and represent the starting point of correspondingrelatively long lines 66 extending about halfway across the board. Eachline 66 terminates at a respective space 68 represented by an arrow.Players landing on spaces 60, 62, or 64, or on the space 50 at PiratesCove 48, will incur various consequences to be described in detailbelow.

FIG. 2 shows one of several tokens 70 for use in representing thevarious players of the game. Each token preferably is shaped as a ship,and the sail of each ship has a corresponding symbol 71, such as theiron cross, to distinquish the various players. The ships also can be indifferent colors to distinguish the players.

During the play of the game, the players move across the board accordingto the throw of a six-sided die represented at 72 in FIG. 3. Each playerstarts in any one of the six ports represented by spaces 28, 30, 32, 34,36, and 38. The main purpose of the game is for each player to purchaseas much cargo as he desires when he is in port and to then move his shipto a port on the opposite side of the board where he then has theopportunity of selling his cargo at a profit," the amount of profitbeing in direct proportion to the value of the cargo which issuccessfully transported across the board. All players transportingcargo must move their ships across the equator of the board to a port onthe opposite side to sell their cargo. Players may not merely traveldown the coast to another port.

The players are provided with game money illustrated in FIG. 4.Preferably, the game money includes three sets of small circular plasticpieces 74, 76, and 78' resembling coins and colored copper, silver, andgold, respectively. The small copper, silver, and gold coins preferablyare in denominations of 1000, 5000, and 10,000 doubloons, respectively.The game money also includes three sets of large circular plastic pieces80, 82, and 84 resembling coins and colored copper, silver, and gold.The large copper, silver, and gold coins preferably are in denominationsof 20,000, 50,000, and 100,000 doubloons, respectively. The game moneyalso may include several tokens illustrated at 86 and shaped as a goldbag representing a value of one million doubloons.

The number of players in the game is not fixed. Any number can play, butfour to eight players have been found to be most desirable. Before thegame starts one of the players is chosen as the banker to provide eachplayer with money and to handle all transactions on behalf of the bank.Each player receives from the bank 100,000 doubloons in any assortmentof denominations.

At the beginning of the game the players each throw the die 72 to seewho goes first, the player having the largest throw going first, and theplayer to his left going second, etc. As described above, players maystart their ships in any port and attempt to move across the board toany of the ports on the other side. On any given throw of the die, aship representing a given player may move either forward, backward,sideways, or diagonally, as long as the move is in a straight line,i.e., in a manner akin to the queen in the game of chess. Any moveinterrupted by any land, or the side of the board, results in the playerforfeiting any unused part of the move remaining.

The money" in the possession of each player can be used to purchasecargo prior to their trip across the board. Preferably, the cargo isrepresented by three sets of playing pieces shaped as copper coloredbarrels 88, silver colored barrels 90, and gold colored barrels 91 shownin FIG. 5. Preferably, the denominations of the copper, silver, and goldcolored barrels are 20,000, 50,000, and 100,000 doubloons, respectively.A player can only purchase cargo when his corresponding ship isstationed in port. The money used to purchase cargo goes to the bank.The player purchasing cargo may purchase as much cargo as he wishes,limited only by his purchasing power represented by the value of gamemoney in his possession. If a player who purchases cargo is thensuccessful in moving his ship across the board to a port on the oppositeside without losing his cargo enroute, then the player has theopportunity of gaining a profit. There are a variety of ways in which aprofit can be provided for a player whose ship successfully reachesport. For example, each player reaching port can be given a fixed amountof game money, such as 20,000 doubloons. Alternatively, each port couldhave a fixed reward associated with it, or each players profit could bedetermined by the throw of the die. However, the preferred system forrewarding a player who successfully transports his cargo is to providehim with the opportunity of gaining a profit in proportion to the valueof the cargo he has in his possession when he reaches port. Each playersprofit when reaching port is determined from a set of so-called Portcards 92 shown in FIG. 6. During the play of the game the stack of Portcards is placed face down at space 56 on island 52. Each player reachingport draws a card from the top of the Port card deck and follows itsinstructions. The particular set of Port cards shown in FIG. 6 aremerely representative of each preferred type of instruction contained inthe Port card deck. Preferably, the Port card deck includes two of thecards designated 92A, three of the cards designated 928, four of thecards designated 92C, four of the cards designated 92D, and two of thecards designated 92E. Thus, a review of the cards in the Port card deckwill indicate that there is about a sixty-five percent chance for eachplayer to obtain a monetary benefit when he successfully reaches port.

One of the cards included in the Port deck 92 is a Storm" card shown at92F. Whenever a player draws the Storm card he in essence throws a stormover the entire board. The player drawing the card is in port, andtherefore he is safe from the storm. However, for all the other playersto be safe they must either be in port, in a space adjacent to land, ormust reach land in one throw of the die. Thus, starting with the playerto the left of the person who drew the Storm card, each player at seaduring the storm takes his turn by throwing the die to see if he is ableto reach land. If any player cannot reach land within one throw of thedie he loses all of his cargo since, in essence, it must be thrownoverboard to lighten the ship during the storm. No other losses areincurred. When all players at seahave taken their chance to reach shoreduring the storm, the player who drew the Storm card may then takeanother card from the Port deck. Any player able to move into a portduring the storm must wait until his next turn comes up before taking aPort card.

Another purpose of the game is for each player crossing the board toencounter many hazards which can result in either an impediment to hisreaching port or i in a loss of some or all of the value of his cargo.Thus,

there is a certain amount of strategy involved in each players decisionson how much cargo to purchase and risk during transit and whichdirection to move in a given turn so as to avoid the potential hazardswhich can result in his loss of cargo. The strategy of the game evenincludes the possibility that players may choose to not carry cargo, butlook for buried treasure instead, or attempt to do battle with the shipsowned by competing players for the purpose of robbing their ships andthereby causing them to lose their cargo.

A major hazard to ships carrying cargo is vulnerability to attack fromships owned by other players. In theory, cargo-carrying ships owned bycompeting players are similar in nature to merchant ships or privateersduring the age of piracy who were commissioned by merchants in a certaincountry to attack the ships of other enemy countries. Players can defendthemselves against attack by purchasing armament. Armament preferably isrepresented by gray and black playing pieces 94 and 96, respectively,shaped as cannon and shown in FIG. 8. Cannon mayonly be purchased when aplayers ship is in port. Preferably, cannon cost 1,000 doubloons each,and cannon must be bought in lots of five, up to a maximum of 60 cannonper ship. Each gray playing piece 94 represents five cannon, and eachblack playing piece 96 signifies ten cannon. The can non are to becarried on each players ship after they are purchased so as to bedisplayed at all times. Preferably, each cannon is clipped to its ownersship by slipping the barrel of each cannon through a respective one ofseveral holes 98 formed in the gunwales of play ing pieces 70..

During the play of the game battle occurs when two competing ships meeton one square. Whenever the two ships are together they are consideredto be in battle, and the ship with the more cannon wins. The winnertakes all of the other ships cargo or treasure maps (to be described indetail below), but the money in the possession of the losing ship owneris considered to be banked ashore and therefore cannot be collected bythe battle winner, unless money in the possession of the losing shipowner is treasure booty (also to be described in detail below). If twoships meeting on the same square have the same number of cannon, or ifneither has cannon, the battle is decided by the throw of the die, withthe higher number winning all. Ships that either do not have anyvaluables except cannon on board, or nothing on board, are consideredsunk if they lose a battle, and therefore must withdraw from the game.Cannon cannot be collected from another ship, but are considered to bethrown overboard and returned to the bank. The players at sea when aStorm card is drawn may do battle during the storm providing they reacha space that borders land. If such an event occurs it proceeds as if itwere one of the battles occurring during the normal course of the game.Three ships are never allowed on one square, so a player must moveelsewhere and not move to an occupied battle square. If this is notpossible he may take another throw of the die. No battles may take placein a port.

All battles occur only when ships land directly on a square occupied byan opponent. If there are more spaces remaining in a move when a playerlands on a square occupied by an opponent, the players ship mustcontinue on for the full number of spaces indicated by the throw of thedie so that he bypasses the opponent rather then engaging in battle.Battles may not occur on any of the darkened spaces 60.

A potential advantage is provided to players landing on squares 64. Thelines 66 extending away from these squares are to represent trade windswhich each player may take advantage of by following the coursedesignated by each line 66 and ending at a square 68 indicated by thearrow.

Another one of the potential hazards which players may encounter islanding on squares 62 which represent hurricanes and result in the lossof all the ships cargo. No other losses are incurred by a player whoseship encounters a hurricane.

A substantial element of chance is added to the game by the use of adeck of so-called 50/50 cards 100 shown in FIG. 7. The 50/50 cards areto be placed face down on space 58 on island 54. Players landing onsquares 60 draw a card from the top of the 50/50 deck and follow itsinstructions. Fifty percent of the cards in the deck are good moves andfifty percent are bad moves. The 50/50 cards shown in FIG. 7 representeach type of instruction provided by the cards in the deck. Preferably,the deck contains three of each of the cards designated 100A and 1008,and two of each of the cards designated 100C and 100D.

Players not carrying cargo may elect to search for buried treasureduring the course of their travel across the board. To obtain buriedtreasure a player must move to Pirates Cove 50 where the player buys atreasure map to aid him in finding the buried treasure. The treasuremaps are shown at 102 in FIG. 10. The maps preferably comprise sixpieces of parchment resembling treasure maps and having the numerals onethrough six, respectively, on them. A player reaching Pirates Cove canpurchase a treasure map for 5000 doubloons which is paid to the bank.The treasure maps are placed in a stack face down at space SI on PiratesIsland, and the player purchasing a treasure map takes the top map fromthe stack. After a treasure map is pur chased, the player then attemptsto move to Treasure Island to search for the buried treasure. Uponreaching any of the spaces bordering Treasure Island (with the exceptionof darkened spaces 60) the player throws the die, and if the number onthe die corresponds to the number on his treasure map the player winsthe buried treasure. Preferably, the buried treasure is in the form of aplaying piece 104 shaped as a treasure chest and placed on space 44 onTreasure Island. The treasure preferably is worth 100,000 doubloons. Thegame may include only one treasure 104 which is to always remain onTreasure Island and merely be symbolic of the hidden treasure, or thegame may include several treasure chests which can be taken by theplayer winning the treasure and kept in his possession and thereafterused as money worth 100,000 doubloons. If the number thrown by theplayer does not equal the number on his treasure map, but if the numberthrown is located on either side of the number corresponding to thenumber on his map (e.g., four or six if the number on the map is five),then the player receives 5,000 doubloons for his effort. Thus, a playersearching for buried treasure has a 5050 chance of at least breakingeven. In the event a battle occurs with a player having either atreasure map in his possession or treasure booty, the player having thetreasure map or treasure booty runs the risk of losing it if he losesthe battle.

Any player who becomes bankrupt or is unable to purchase cannon, cargo,or treasure maps has the option of either leaving the game or choosingto remain in the game by turning pirate. In the instance where a playerturns pirate, a playing piece shown at 106 in FIG. 11 which resembles aJolly Roger flag is attached to the mast of the players ship so that theplayer turning pirate may be easily distinguished from the other playerswho are cargo-carrying privateers. A pirate cannot purchase cargo or goto any port. If a pirate ends up in any one of the ports he isconsidered caught and must withdraw from the game. The pirate may obtainprofits by doing battle with ships owned by his opponents. The piratecan purchase cannon at its regularly established price only when thepirate ship moves to space 50 at Pirates Cove 48. Any booty taken by apirate can be sold only in Pirates Cove at 10 percent over its value. Aplayer is not able to win the game while he is a pirate, although he mayfirst pay a fine of 250,000 doubloons to be pardoned and then he will beallowed to take down his Jolly Roger flag and reenter the game as acargo ship. A player may turn pirate only when he has no cargo, notreasure map, no booty, or is unable to purchase cargo, cannon, ortreasure maps. He may turn pirate whether or not he has cannon. Piratescan search for buried treasure, and pirates may elect not to be pardonedand merely amass a fortune. They cannot win the game, and the lastcargo-carrying player remaining in the game after others are pirates orbankrupt is the winner.

Thus, the game involves a substantial amount of strategy and skill indetermining how much cargo to risk carrying in hopes of possibly makinga profit which' the player can then use to purchase more cargo, armament, and/or treasure maps. A substantial amount of strategy also isinvolved in deciding which of several possible moves a player can makeafter each throw of the die. The strategy inherent in the game, togetherwith the variety of chance elements involved, provides substantialentertainment as well as educational value for the players. Additionaleducational value is inherent in the exercise of determining percentagemarkups in the valuation of cargo successfully shipped to port. To aidplayers in quickly determining the percentage markup of a givenshipment, a form of slide rule 108 shown in FIG. 12 may be used.Preferably, the slide rule is made of cardboard or a thin sheet ofplastic, and includes a base 110 having several spaced apart columns ofnumbers on it representing shipment values. The number at the top ofeach column represents the value of the shipment, and the numbers belowthe top figure represent the value of the shipment after it has beenmarked up 10 percent, 20 percent, 30 percent, 50 percent, percent, and200 percent. A slide element 112 adapted to slide back and forth on baseincludes a column of numerals representing the various percentagemarkups for the cargo shipments. The slide element also includes anopening 114 to be aligned with a certain column of numbers on the baseassociated with a given shipment value to be marked up. After thepercentage markup is known from the player drawing a Port card, themarked up value of his shipment is shown by a number appearing inopening 114 immediately adjacent the percentage markup figure located onslide element 112. Thus, in the example slide rule shown in FIG. 12, ashipment having a value of 500,000 doubloons when marked up 50 percentis shown to have a final valuation of 750,000 doubloons.

I claim:

1. Game board apparatus comprising:

a. a board having indicia thereon providing a course of travel extendingfrom one or more starting points to one or more points of destination sothat players can move player position markers about the board from astarting point to a point of destination;

b. means representing the equivalent of money to be in the possession ofeach player;

c. a plurality of articles symbolic of cargo having a predeterminedvalue to be purchased with the money in the possession of the players;

d. means for providing indications of a plurality of numericallydifferent percentage markups in the value of the cargo and forassociating a given percentage markup with each player who successfullymoves his position marker to a point of destination with cargo in hispossession but for preventing the amount of each percentage markup frombeing known to each player in advance of his reaching the point ofdestination; and

. a plurality of articles symbolic of armament having a predeterminedvalue to be purchased with the money in the possession of the playersfor the purpose of enhancing each players ability to defend his cargofrom loss enroute to a point of destination in proportion to the valueof the armament in his possession,

whereby each player must make a business decision as to the amount ofmoney to invest in the possibility of making a percentage markup on hiscargo as compared with the amount of money to spend to defend hisinvestment against potential loss.

2. Apparatus according to claim 1 in which the means for providingindications of percentage markups comprise means of chance fordetermining one of a plurality of possible percentage markups in thevalue of each players cargo.

3. Apparatus according to claim 2 in which the means of chance includesa set of cards one of which is to be drawn by each player reaching apoint of destination to provide the player with the particularpercentage markup in the value of his cargo.

4. Apparatus according to claim 1 including means for providingindications of a plurality of numerically different percentage losses inthe value of the cargo and for associating a given percentage loss witheach player who successfully moves his position marker to apoint ofdestination with cargo in his possession.

5. Apparatus according to claim 1 in which the articles representingcargo include indications of value independent of any specific locationon the game board so that only the players purchasing power limits hisability to purchase cargo.

6. Apparatus according to claim 5 in which the articles symbolic ofarmament include indications of value independent of any specificlocation on the game board so that only the players purchasing powerlimits his ability to purchase armament.

7. Apparatus according to claim 1 in which the board includesindications symbolic of land masses on opposite sides of the board, andindications symbolic of one or more ports on each land mass; and furtherincluding means for associating the indications of percentage markupswith the ports indicated on the board.

8. Apparatus according to claim 1 including an article symbolic ofburied treasure and having an indication of value providing asubstantial potential increase in the assets of a player who obtains thetreasure, an article symbolic of a treasure map having informationthereon for potentially allowing the player to obtain the treasure. andmeans on the board for providing indications to be used in conjunctionwith the information on the treasure map for allowing the playerpossessing the treasure map to obtain the buried treasure.

9. Apparatus according to claim 8 including means for providingindications of a specific location on the board where a player isrequired to move before the treasure map can be obtained.

10. Game board apparatus comprising:

a. a board having indications thereon representing land masses onopposite sides of the board, one or more ports on each land mass, andmarked spaces between the land masses for providing a course of travelextending from a starting point at a port on one land mass to a point ofdestination at a port on the other land mass;

b. a plurality of differently identified position markers symbolic ofships at sea to be moved by the players from a starting point to a pointof destination;

c. means representing the equivalent of money to be in the possession ofeach player;

(1. a plurality of articles symbolic of cargo having a predeterminedvalue to be purchased with the money in the possession of the players;

e. means of chance for providing indications of one of a plurality ofnumerically different percentage markups in the value of the cargo andfor associating a given percentage markup with each player whose shipsuccessfully moves to a point of destination with cargo in itspossession but for preventing the amount of each percentage markup frombeing known to each player in advance of when his ship reaches the pointof destination;

. a plurality of articles symbolic of armament having a predeterminedvalue to be purchased with the money in the possession of the playersfor the purpose of enhancing each players ability to defend his cargofrom loss enroute to a point of destination in proportion to the valueof the armament in his possession;

g. means for providing indications in certain spaces of the boardsymbolic of a net financial gain to a player whose ship lands on thespace; and

h. means for providing indications in certain spaces on the boardsymbolic of a net financial loss to a player whose ship lands on thespace,

whereby each player must make a business decision as to the amount ofmoney to invest in the possibility of making a percentage markup in thevalue of his cargo as compared with the amount of money to spend todefend his investment against potential loss.

11. Apparatus according to claim 10 in which the means of chanceincludes a set of cards one of which is to be drawn by each playerreaching a point of destination to provide the player with theparticular percentage markup in the value of his cargo.

12. Apparatus according to claim 10 including means for providingindications of a plurality of numerically different percentage losses inthe value of the cargo and for associating a given percentage loss witheach player who successfully moves his position marker to a point ofdestination with cargo in his possession.

13. Apparatus according to claim 10 in which the articles representingcargo include indications of value independent of any specific locationon the game board so that only the players purchasing power limits hisability to purchase cargo.

14. Apparatus according to claim 13 in which the articles symbolic ofarmament include indications of value independent of any specificlocation on the game board so that only the players purchasing powerlimits his ability to purchase armament.

15. Apparatus according to claim including an article symbolic of buriedtreasure and having an indication of value providing a substantialpotential increase in the assets of a player obtaining the treasure, anarticle symbolic of a treasure map having information thereon forpotentially allowing the player to obtain the treasure, and means on theboard for providing indications to be used in conjunction with theinformation on the treasure map for allowing the player possessing thetreasure map to obtain the buried treasure.

16. Apparatus according to claim 15 including means for providingindications of a specific location on the board where a player isrequired to move before the treasure map can be obtained.

17. Apparatus according to claim 10 in which the game board is markedwith a matrix of areas so that, in a given move, a player has a choiceof moving his ship in any one of several directions to thereby provide arelatively large number of possible encounters between the ships ofcompeting players as they move about the matrix.

18. Apparatus according to claim 10 in which the board includes anindication of a geographical boundary line between the two land massesso each players ship must travel from a port on one land mass, acrossthe boundary line, to a port on the opposite side of the board beforethe player can obtain a percentage markup in the value of the cargo inhis possession.

19. Apparatus according to claim 10 including means for designatingcertain players as the equivalent of pirates to distinguish them fromthe ships of players who are transporting cargo.

1. Game board apparatus comprising: a. a board having indicia thereonproviding a course of travel extending from one or more starting pointsto one or more points of destination so that players can move playerposition markers about the board from a starting point to a point ofdestination; b. means representing the equivalent of money to be in thepossession of each player; c. a plurality of articles symbolic of cargohaving a predetermined value to be purchased with the money in thepossession of the players; d. means for providing indications of aplurality of numerically different percentage markups in the value ofthe cargo and for associating a given percentage markup with each playerwho successfully moves his position marker to a point of destinationwith cargo in his possession but for preventing the amount of eachpercentage markup from being known to each player in advance of hisreaching the point of destination; and e. a plurality of articlessymbolic of armament having a predetermined value to be purchased withthe money in the possession of the players for the purpose of enhancingeach player''s ability to defend his cargo from loss enroute to a pointof destination in proportion to the value of the armament in hispossession, whereby each player must make a business decision as to theamount of money to invest in the possibility of making a percentagemarkup on his cargo as compared with the amount of money to spend todefend his investment against potential loss.
 2. Apparatus according toclaim 1 in which the means for providing indications of percentagemarkups comprise means of chance for determining one of a plurality ofpossible percentage markups in the value of each player''s cargo. 3.Apparatus according to claim 2 in which the means of chance includes aset of cards one of which is to be drawn by each player reaching a pointof destination to provide the player with the particular percentagemarkup in the value of his cargo.
 4. Apparatus according to claim 1including means for providing indications of a plurality of numericallydifferent percentage losses in the value of the cargo and forassociating a given percentage loss with each player who successfullymoves his position marker to a point of destination with cargo in hispossession.
 5. Apparatus according to claim 1 in which the articlesrepresenting cargo include indiCations of value independent of anyspecific location on the game board so that only the player''spurchasing power limits his ability to purchase cargo.
 6. Apparatusaccording to claim 5 in which the articles symbolic of armament includeindications of value independent of any specific location on the gameboard so that only the player''s purchasing power limits his ability topurchase armament.
 7. Apparatus according to claim 1 in which the boardincludes indications symbolic of land masses on opposite sides of theboard, and indications symbolic of one or more ports on each land mass;and further including means for associating the indications ofpercentage markups with the ports indicated on the board.
 8. Apparatusaccording to claim 1 including an article symbolic of buried treasureand having an indication of value providing a substantial potentialincrease in the assets of a player who obtains the treasure, an articlesymbolic of a treasure map having information thereon for potentiallyallowing the player to obtain the treasure, and means on the board forproviding indications to be used in conjunction with the information onthe treasure map for allowing the player possessing the treasure map toobtain the buried treasure.
 9. Apparatus according to claim 8 includingmeans for providing indications of a specific location on the boardwhere a player is required to move before the treasure map can beobtained.
 10. Game board apparatus comprising: a. a board havingindications thereon representing land masses on opposite sides of theboard, one or more ports on each land mass, and marked spaces betweenthe land masses for providing a course of travel extending from astarting point at a port on one land mass to a point of destination at aport on the other land mass; b. a plurality of differently identifiedposition markers symbolic of ships at sea to be moved by the playersfrom a starting point to a point of destination; c. means representingthe equivalent of money to be in the possession of each player; d. aplurality of articles symbolic of cargo having a predetermined value tobe purchased with the money in the possession of the players; e. meansof chance for providing indications of one of a plurality of numericallydifferent percentage markups in the value of the cargo and forassociating a given percentage markup with each player whose shipsuccessfully moves to a point of destination with cargo in itspossession but for preventing the amount of each percentage markup frombeing known to each player in advance of when his ship reaches the pointof destination; f. a plurality of articles symbolic of armament having apredetermined value to be purchased with the money in the possession ofthe players for the purpose of enhancing each player''s ability todefend his cargo from loss enroute to a point of destination inproportion to the value of the armament in his possession; g. means forproviding indications in certain spaces of the board symbolic of a netfinancial gain to a player whose ship lands on the space; and h. meansfor providing indications in certain spaces on the board symbolic of anet financial loss to a player whose ship lands on the space, wherebyeach player must make a business decision as to the amount of money toinvest in the possibility of making a percentage markup in the value ofhis cargo as compared with the amount of money to spend to defend hisinvestment against potential loss.
 11. Apparatus according to claim 10in which the means of chance includes a set of cards one of which is tobe drawn by each player reaching a point of destination to provide theplayer with the particular percentage markup in the value of his cargo.12. Apparatus according to claim 10 including means for providingindications of a plurality of numerically different percentage losses inthe value of the cargo and for associating a given percentage loss witheach player who successfully moveS his position marker to a point ofdestination with cargo in his possession.
 13. Apparatus according toclaim 10 in which the articles representing cargo include indications ofvalue independent of any specific location on the game board so thatonly the player''s purchasing power limits his ability to purchasecargo.
 14. Apparatus according to claim 13 in which the articlessymbolic of armament include indications of value independent of anyspecific location on the game board so that only the player''spurchasing power limits his ability to purchase armament.
 15. Apparatusaccording to claim 10 including an article symbolic of buried treasureand having an indication of value providing a substantial potentialincrease in the assets of a player obtaining the treasure, an articlesymbolic of a treasure map having information thereon for potentiallyallowing the player to obtain the treasure, and means on the board forproviding indications to be used in conjunction with the information onthe treasure map for allowing the player possessing the treasure map toobtain the buried treasure.
 16. Apparatus according to claim 15including means for providing indications of a specific location on theboard where a player is required to move before the treasure map can beobtained.
 17. Apparatus according to claim 10 in which the game board ismarked with a matrix of areas so that, in a given move, a player has achoice of moving his ship in any one of several directions to therebyprovide a relatively large number of possible encounters between theships of competing players as they move about the matrix.
 18. Apparatusaccording to claim 10 in which the board includes an indication of ageographical boundary line between the two land masses so each player''sship must travel from a port on one land mass, across the boundary line,to a port on the opposite side of the board before the player can obtaina percentage markup in the value of the cargo in his possession. 19.Apparatus according to claim 10 including means for designating certainplayers as the equivalent of pirates to distinguish them from the shipsof players who are transporting cargo.